/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/UniformTessellate.h
Note: Currently does not support interpolation of the GenericAttributes besides Skin Weights.        o                                 o/ \     TessellationNum = 2       / \/   \                             /   \/     \                           x-----x/       \    FUniformTessellate   / \   / \/         \    ------------->     /   \ /   \/           \                     x-----*-----x/             \                   / \   / \   / \/ \ / \ / \ / \ o--------------o o--x--x--o
class FUniformTessellate
bool
bComputeMappings
If true, populate VertexMap, VertexEdgeMap, VertexTriangleMap.
bool
bInPlace
If true, the mesh to tessellate is contained in the ResultMesh and will be overwritten with the tessellation result.
bool
bUseParallel
Should multi-threading be enabled.
constFDynamicM...
Mesh
Points to either the input mesh to be used to generate the new tessellated mesh or will point to a copy of the mesh we are tessellating inplace.
FProgressCancel...
Progress
InputsSet this to be able to cancel running operation.
FDynamicMesh3&...
ResultMesh
Input/OutputThe tessellated mesh.
int
TessellationNum
Determines the number of triangles we generate.
TMap< int32,FI...
VertexEdgeMap
Map the ID of the vertex inserted along the input mesh edge to the input mesh triangle IDs (t1,t2) that share that edge.
TArray< int32 >
VertexMap
Output Map the vertex ID in the input mesh to the corresponding vertex ID in the output mesh.
TMap< int32, in...
VertexTriangleMap
Map the ID of the vertex inserted inside the input mesh triangle to the triangle's ID.